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Jolteon is a very nice lead. Air Balloon allows it to survive a hit before it can be Earthquake'd. Work Up allows it to raise its own SpAtk before attacking with STAB Thunderbolt or Hidden Power Ice for annoying Dragons or Shadow Ball for extra coverage. Its Volt Absorb also comes in handy to protect its good pal...

Vaporeon is normally used as an effective wall. However, it can serve well as a Special Attacker with high HP. Scald over Surf because I like the burn chance, Ice Beam for coverage obviously, and Wish to restore health to itself or allies, with Protect to make sure it gets its health.

Flareon was just destroyed in the special split, but I chose to take advantage of its high Special Defense by making it somewhat of a Burn staller. Burn helps make up for its lower physical defense, Roar is to phaze out stat-boosters, Wish restores health and Protect makes sure it gets that health.

Espeon switches in well on common entry hazard users and starts off with a Calm Mind while the opponent is switching or being stupid enough to try the entry hazard again because it might work the second time. Stored Power has worked well for me, as after two Calm Mind boosts, it's at 10 BP higher than Psychic. Hidden Power Fighting hits dark and steel types.

Umbreon is like a god of toxic stall. With Heal Bell, he can cure himself and any allies of Toxic, so he can't be stalled himself. Wish and Protect to regain health. Any steel or poison types he can't toxic will be passed to Flareon to deal with.

Leafeon has great synergy with Flareon. Flareon burns, Leafeon switches in with almost 300 Defense, starts setting up Swords Dances whilst healing itself with Synthesis. Return and Leaf Blade get better neutral coverage than Leaf Blade and X-Scissor, so Return is used.

Well, that's the team. I know it's a theme team but I am trying to make it as viable as possible. Help me out to that extent. Thank you.

On Espeon either take the EV's out of Sp. Atk and put them into Hp or switch Stored Power out for Psychic/Psyshock. Since Stored Power requires a few Calm Mind's to power up you'll need that extra bulk, otherwise take it out for Psychic or Psyshock so you get a strong hit right off the bat.

And put Leftovers on Umbreon. The Chople Berry will only weaken the first fighting attack, which any Umbreon worth its salt should be able to survive anyways. It's the multiple fighting attacks following that will kill it and the Chople berry won't do anything against those. Or a Mental Herb so you can at least get a Toxic in before it's Taunted.

Oh, and half your team would be decimated by Bug Types, so you might want to do something about that.

So, what should I do about it? I could imagine putting Dig on Flareon, but that costs his Roar. I was also debating Curse and Payback on Umbreon, but that would cost Protect and Heal Bell, and I need his Heal Bell.

So, what should I do about it? I could imagine putting Dig on Flareon, but that costs his Roar. I was also debating Curse and Payback on Umbreon, but that would cost Protect and Heal Bell, and I need his Heal Bell.

If anything put a Fire attack on Flareon, that will help with your team's Bug weakness, and will whittle down the pokemon you try to burn stall faster. As for Umbreon, no matter what you do Taunt is going to be an issue for it (when Dream World abilities were being handed out, Espeon and Umbreon both really should have gotten Magic Bounce). Luckily, it's not as big a deal as everyone makes it out to be. Yeah, Taunt completely shuts down Umbreon, but most people only put one, maybe two, pokemon on their team that carry the move. If you bring Umbreon in after taking out that Taunter, it should be clear sailing from there.

Try putting the Mental Herb on Umbreon anyways though. So if they Taunt you, you still get a Toxic in on that turn, can use Protect the next, then switch to Espeon to hopefully bounce the Taunt back at them, and then Baton Pass back to Umbreon, because at that point they'll either a)switch in another pokemon for you to poison or b) stay in and attack giving you two Taunt-free turns of stalling.

You should run foul play on Umbreon so he can't be taunt bait. Foul play is good because of Umbreon's great defense and HP

1. Taunt still cripples that Umbreon
2. Foul Play is really inconsistent, relying on the opponent having a strong Attack stat. Not every Pokemon has a strong Attack stat, and the ones that do that are used against Umbreon resist Foul Play anyway.
3. It kinda goes against what Umbreon is meant to do, especially here. Toxic Stalling is generally more effective than Foul Play
4. As mentioned, most teams only carry 1 or 2 Taunters. Eliminate them and there's no more problem. Even if they're still around, it's not too hard to predict their switches and get Toxic on them anyway, which pretty much defeats the purpose.

1. Taunt still cripples that Umbreon
2. Foul Play is really inconsistent, relying on the opponent having a strong Attack stat. Not every Pokemon has a strong Attack stat, and the ones that do that are used against Umbreon resist Foul Play anyway.
3. It kinda goes against what Umbreon is meant to do, especially here. Toxic Stalling is generally more effective than Foul Play
4. As mentioned, most teams only carry 1 or 2 Taunters. Eliminate them and there's no more problem. Even if they're still around, it's not too hard to predict their switches and get Toxic on them anyway, which pretty much defeats the purpose.

Well, I suppose in this case. I used an offensive Umbreon before, and it has been useful, especially when physical attackers try to set up and get nailed by their own attack. My Umbreon ran Foul Play/Moonlight/Heal Bell/Toxic so it really doesn't make that big of a difference, just one is offensive and the other is defensive.